Comentarios

Comentario de Arpexia

At 66% health remaining and 33% health remaining imonar will switch the platforms between the bridge, dropping some traps (Trampa de estasis) and some grenades. The achievement only mention "traps" so i would assume you only have to trigger the Trampa de estasis and not the Granada de pulsos.

Triggering an trap will cause an 8 sec stun in 2y radius which you can dispell, please note that this stun and knock back effects from either trap will bypass immune spells.

So the best way of doing this achievement seems to bring some dispeller and just trigger every trap

Edit: there is another mechanic added when he switches the second time (Trampa explosiva) which just explode for heavy damage on contact.

Comentario de YariniCeteri

Did this achieve on live servers on Nov 30th.

Not too hard of an achievement, but somewhat annoying.

As Imonar transitions your raid is forced to run along a bridge towards him, with the ultimate goal of interrupting his channel and forcing him back into his regular phase. He also leaves a bunch of traps you need to navigate around on the bridge. The boss will be channeling raid-wide AoE and send flaming orbs down the left, right, or middle of the bridge at your raid.

Pulse Grenades - Are just mines on the ground, similar to the ones from P1. Running into one will knock you back a very small distance and give you a stacking debuff that increases Nature damage taken by 50% a stack. Most people can survive 2 or 3 on normal, and tanks can do 5-8 without breaking a sweat.Stasis Trap - Are green runes on the ground. Running into one causes you to get stunned for 8 seconds, which can be dispelled. Stun immunities like Icebound Fortitude and real immunities like pally bubble don't remove or prevent this stun, so good old fashioned dispells will be needed.Blastwires - Are long red lines that stretch almost across the length of the bridge and do hefty damage to the raid. These can't all be popped at once, but should rather be popped in a staggered fashion as the raid's health permits. These also only spawn during second intermission.

Now ending the intermission will cause the boss to shoot rockets at anyone still on the bridge, killing them pretty quickly, so if you make it to him quickly, don't interrupt Conflagration.

When you first start to move down the bridge, you should have your bulky raiders like tanks take their share of the mines. The healers can handle all the Stasis traps by each picking a dispell target before the pull and having that person run into a rune every time their respective healer's dispell is up. Similarly, the healers could each dispell one another, as long as you don't all trigger a stun at the same time.

During the second intermission, have the healers handle the Stasis traps and tanks do Mines again, while having your immunity DPS clear the Blastwires when the damage can be managed. After clearing the entire bridge at 33% you can interrupt the boss, lust, and nuke him. If any traps weren't cleared, send someone on a suicide mission for them.

FrostyShot#1667 with any questions about the metas. (Horde-US)

Comentario de Nightswifty

This achievement is pretty much straightforward, all you have to do is trigger all the traps on the bridge during the intermissions.

Intermission One: On Deadly Ground

Granada de pulsoss are the green mines on the ground which deal a burst of nature damage and knock back all nearby players when they are triggered.Trampa de estasiss are the green runes on the ground which cause all nearby players to get stunned for 8 seconds when they are triggered.

Players can use defensive cooldowns or immunities to reduce incoming damage, however the stun and knockback effects from either trap will bypass immunities.Dispels will be necessary and if you have multiple Sacerdotes in your raid group they can rotate Disipación en masas.

Trampa explosivas deal a large amount of damage to the entire raid when they are triggered.Explosión de metrallas are the orange mines on the ground which deal damage and apply a dot to anyone nearby when they are triggered.

Due to the large amount of raid wide damage from triggering Blastwires, it is best to save all significant raid and healing cooldowns for the Second Intermission. Spells such as Tranquillity, Aura Mastery and Revival are great, as you can do a significant amount of healing while on the move.

Comentario de DrHeckyll

Nothing much more to add here except our group was effectively organised into 3 groups - a tank in front left middle and right - popping mines as we crossed the bridge with the raid group train behind us!

The Dedicated & Openraid achievement group completed this on the 3/12/17. Average ilvl of the 30M group (3T/6H/21DPS) was 940+